Monster
Xzar the Chaos Clone
Outside your table’s allowed sources
Official reference · MaBJoV · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 15, 18
- Hit points
- 121 (22d8 + 22)
- Speed
- Walk 30 ft.
- Challenge rating
- 11
- Alignment
- Chaotic Evil
- Strength
- 12
- Dexterity
- 16
- Constitution
- 12
- Intelligence
- 20
- Wisdom
- 10
- Charisma
- 12
- Passive Perception
- 10
- Saving Throws
- int: +9; wis: +4
- Skills
- arcana: +13; history: +13
- Senses
- darkvision 60 ft.
- Languages
- Abyssal, Common, Infernal, Primordial, Undercommon, telepathy 60 ft.
- Resistances
- acid, cold, fire, lightning, thunder
Traits
Chaos Phage
Xzar's infusion with the Chaos Phage gives him the following benefits:
- Xzar regains 10 hit points at the start of his turn if he has at least 1 hit point
- Xzar has advantage on saving throws against spells and other magical effects
- Xzar has resistance to acid, cold, fire, lightning, thunder
- Xzar has darkvision and telepathy to 60 feet
Grim Harvest (1/Turn)
When Xzar kills a creature that is neither a Construct nor Undead with a spell of 1st level or higher, Xzar regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.
No Soul
Since Xzar doesn't have a soul, resurrection magic is able to work upon him no matter how much time has passed. For example, the revivify spell would work on Xzar even a week after he died. However, spells like true resurrection and wish are unable to bring Xzar back to life if no body exists.
Actions
Multiattack
Xzar makes two Deprive attacks and uses Spellcasting.
Deprive
Melee Spell Ranged Spell Attack: +9 to hit, reach 5 ft., or range 120 ft., one target. Hit: 27 (4d10 + 5) necrotic damage.
Death Eruption (1/Day)
Negative energy erupts from Xzar, intensified by the Chaos Phage. Any creature in a 60-foot-radius sphere around Xzar (but not including Xzar) must make a DC 17 Constitution saving throw. A creature takes 36 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. A Humanoid killed by this ability rises at the start of Xzar's next turn as a zombie under his command.
Xzar casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):
At will: acid splash, fire bolt, mage hand
2/day each: animate dead, blight, false life, mage armor, ray of enfeeblement, ray of sickness, scrying, vampiric touch
1/day each: abi-dalzim's horrid wilting, finger of death
*Necromancy spell of 1st level or higher